Economy and market tips
Gold has no cap, and friends can gift anything to a new player. This page gathers the money rules and a few ways to use them well.
On this page
Gold rules
- There is no gold cap. An account can hold as much gold as it earns.
- There is no trade lock for new accounts, so gifts to new players are allowed, for gold and for items alike.
- Mail attachments carry any amount of gold you can afford, or up to 1,000 of one item, one attachment per mail, with postage. You can send 20 mails a day, and the receiver must be able to carry the items.
- Gold never drops in a PvP death.
- Gold and items have no cash value. See Refunds.
Fees to know
- Merchants buy loot back with no fee in the current build.
- The Exchange charges 2 percent of a sale by default, with a minimum of 1 gold, taken from the seller.
- A player stall costs 250 gold for a 30-day lease and takes 5 percent of each sale.
- Home upkeep is 20 gold a week plus 5 per structure level. Guild land costs 30 gold per tier each week.
- The bank charges its own fees, see Bank.
Market tips
- Check the Exchange before you sell bulk goods to a merchant. A listing sets a price from 2 to 100,000 gold.
- Place a buy order if you want a good at your own price. Its gold is held until the order fills, expires or is cancelled.
- Listings last 48 hours, so reclaim anything unsold.
- Craft what sells. Ore, ingots, lumber, planks and leather are traded in bulk, and crafting turns cheap materials into goods that sell for more.
- Couriers earn from a shared courier budget, so repeat runs on one route build a streak bonus.
Related guides
Written from the game as it is today. If a page and the game disagree, the game is right. Recent changes are listed in the changelog.